Base Class: Paladin
A Paladin who takes on the oath of the final rest has chosen to devote their life to ensuring that all life is allowed to progress, live, and die naturally. To them, the preservation of balance between life and death deserves the greatest respect. Any who would forcefully drag back a soul that has found rest in the afterlife and bind the soul to evil disrupt and pollute this balance. While often seen a level headed and highly respectful, these paladins are well known for their hatred of dark necromancy and the undead, seeing it as an imbalance and cruel torture to souls that have been laid to rest.
Tenets of the Afterlife
Save the Suffering Souls. Undead are souls bound into slavery and forced to suffer under the control of twisted, evil mages. Break these bonds and guide the lost souls back to peace in the afterlife.
Preserve the Natural Order. Those that still draw breath deserve to live a long and prosperous life until the natural order brings their soul to rest. Protect those who would fall before their time and ensure all living creatures are given the chance to live full and prosperous lives.
Allow Souls to Rest. Every Soul deserves a place in the afterlife, do not seek to prolong a life that has lived fully. Respect the dead, and never force a soul to return to the mortal realm for your own selfish desires.
Beware the Burden of a Soul. Offer peace and respect to the dying whose time has come but do not overburden yourself with their dying hopes and wishes. Take on only tasks that are within your ability to fulfill.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Final Rest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Final Rest Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | armor of Agathys, ice knife |
| 5th | gentle repose, Snilloc's snowball swarm |
| 9th | bestow curse, life transference |
| 13th | ice storm, shadow of moil |
| 17th | cone of cold, hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Soul Frost. You can use your Channel Divinity to emanate a frigid cold from your body capable of freezing a creature down to their very soul. As an action, you force each creature of your choice within 30 feet of you to make a Wisdom saving throw. On a failure, a creature becomes restrained by an icy frost for 1 minute. An undead creature that fails its save is instead entombed in ice and considered petrified and gains vulnerable to fire damage. If the creature takes fire damage, the effect ends at start of its next turn. Any zombie creature that is reduced to 0 or fewer hit points while affected by this ability ignores the effects of its Undead Fortitude.
Marked for Death. You can use your Channel Divinity to empower your attacks against a single foe. As a bonus action, you target one creature within 30 feet of you, marking it for 1 minute. Your attacks against the marked creature deal an extra 1d6 necrotic or radiant damage (your choice when you use this option). If an undead creature dies while under the effects of your mark, its soul is laid to rest by your divine will and cannot be raised as an undead creature for 10 days by any means short of a Wish spell. If you kill an undead creature that is under the effect of this ability, you may choose to move your mark to another creature within 30 feet of you.
Aura of Living Souls
Starting at 7th level, you radiate an aura that protects the souls of those who have fallen too soon. When a creature within 10 feet of you is reduced to 0 or fewer hit points, they automatically stabilize at the start of their next turn. In addition, if a dying creature suffers a critical hit while inside your aura, they only fail one death saving throw instead of two.
At 18th level, the range of your aura extends to 30 feet.
Enemy of Undeath
Starting at 15th level, you become a true enemy to all undead creatures. You are immune to effects from undead creatures that would cause you to become charmed or possessed. In addition, when you attack an undead creature that is marked by your Channel Divinity, you deal an extra 2d8 cold damage. This damage ignores any resistance or immunity to cold, necrotic, and/ or radiant damage the creature may possess.
Aspect of Death
At 20th level, you can assume the form of Death itself, taking on an appearance you choose. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:
- Any Undead creature of combat rating equal to or less than 1/4th of your Paladin level (rounded down) that are within 30 feet of you when you transform are turned to dust and their souls are laid to rest.
- Your weapon transforms into a long, spectral scythe. Your attacks deal an extra 3d10 cold, necrotic, or radiant damage (your choice) and its reach is increased by 5 feet. This damage ignores resistance and immunity to cold and necrotic damage.
- You grow a pair of skeletal wings that grant you a fly speed of 60 feet.
- You regain the use of your Channel Divinity at the start of your turn but can only use Marked for Death. Up to three creatures can be marked by you at the same time while you are transformed. If you mark a fourth creature, the oldest mark fades away.
- As a bonus action, you can teleport to any creature within 30 feet that is marked by you.
- You are immune to the charmed condition. If you are affected by this condition when you transform, the condition is suspended.
- If a creature dies or an undead creature is reduced to 0 or fewer hit points while within 30 feet of you, it's soul is laid to rest by your divine might and cannot be raised by any means short of a wish spell.
Once you use this feature, you cannot use it again until you finish a long rest.
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Posted Jul 9, 2020Author Notes
Some of the spells have not been added as it would prevent me from uploading this subclass to the community as it requires paid content. It is recommended that you save a copy of this class and add the missing spells to the class.
Missing spells: